Documentation

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FlightControl
2017-05-29 18:02:57 +02:00
parent 4e29565382
commit 9984055f7d
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--- A COMMANDCENTER is the owner of multiple missions within MOOSE.
--- **Tasking** -- A COMMANDCENTER is the owner of multiple missions within MOOSE.
-- A COMMANDCENTER governs multiple missions, the tasking and the reporting.
--
-- ===
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module CommandCenter

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@@ -1,5 +1,13 @@
--- A MISSION is the main owner of a Mission orchestration within MOOSE . The Mission framework orchestrates @{CLIENT}s, @{TASK}s, @{STAGE}s etc.
-- A @{CLIENT} needs to be registered within the @{MISSION} through the function @{AddClient}. A @{TASK} needs to be registered within the @{MISSION} through the function @{AddTask}.
--- **Tasking** -- A MISSION is the main owner of a Mission orchestration within MOOSE.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ===
--
-- @module Mission
--- The MISSION class

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@@ -1,11 +1,12 @@
--- **Tasking** -- This module contains the TASK class.
--- **Tasking** -- This module contains the TASK class, the main engine to run human taskings.
--
-- ===
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ===
-- ### Contributions:
--
-- ### Authors: FlightControl - Design and Programming
-- ====
--
-- @module Task

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@@ -3,48 +3,13 @@
-- ![Banner Image](..\Presentations\TASK_A2A\Dia1.JPG)
--
--
-- # 1) @{Task_A2A#TASK_A2A} class, extends @{Task#TASK}
-- ====
--
-- The @{#TASK_A2A} class defines Air To Air tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2A is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- * **None**: Start of the process
-- * **Planned**: The A2A task is planned.
-- * **Assigned**: The A2A task is assigned to a @{Group#GROUP}.
-- * **Success**: The A2A task is successfully completed.
-- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- # 1.1) Set the scoring of achievements in an A2A attack.
--
-- Scoring or penalties can be given in the following circumstances:
--
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
-- ### Contributions:
--
-- ====
--
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
-- * **Added** parts are expressed in bold type face.
-- * _Removed_ parts are expressed in italic type face.
--
-- Hereby the change log:
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
--
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- @module Task_A2A
@@ -54,6 +19,28 @@ do -- TASK_A2A
-- @type TASK_A2A
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2A class, extends @{Task#TASK}
--
-- The TASK_A2A class defines Air To Air tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2A is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The A2A task is planned.
-- * **Assigned**: The A2A task is assigned to a @{Group#GROUP}.
-- * **Success**: The A2A task is successfully completed.
-- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- # 1.1) Set the scoring of achievements in an A2A attack.
--
-- Scoring or penalties can be given in the following circumstances:
--
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
--
-- @field #TASK_A2A
TASK_A2A = {
ClassName = "TASK_A2A",
}

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@@ -1,14 +1,12 @@
--- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module Task_A2A_Dispatcher

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@@ -2,51 +2,13 @@
--
-- ![Banner Image](..\Presentations\TASK_A2G\Dia1.JPG)
--
-- ====
--
-- # 1) @{Task_A2G#TASK_A2G} class, extends @{Task#TASK}
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- The @{#TASK_A2G} class defines Air To Ground tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2G is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The A2G task is planned.
-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
-- * **Success**: The A2G task is successfully completed.
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- # 1.1) Set the scoring of achievements in an A2G attack.
--
-- Scoring or penalties can be given in the following circumstances:
--
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
-- ### Contributions:
--
-- ====
--
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
-- * **Added** parts are expressed in bold type face.
-- * _Removed_ parts are expressed in italic type face.
--
-- Hereby the change log:
--
-- 2017-03-09: Revised version.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- * **[WingThor]**: Concept, Advice & Testing.
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- @module Task_A2G
@@ -56,6 +18,28 @@ do -- TASK_A2G
-- @type TASK_A2G
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2G class, extends @{Task#TASK}
--
-- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2G is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The A2G task is planned.
-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
-- * **Success**: The A2G task is successfully completed.
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- ## Set the scoring of achievements in an A2G attack.
--
-- Scoring or penalties can be given in the following circumstances:
--
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
--
-- @field #TASK_A2G
TASK_A2G = {
ClassName = "TASK_A2G",
}

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@@ -1,45 +1,12 @@
--- **Tasking** - The TASK_A2G_DISPATCHER creates and manages player TASK_A2G tasks based on detected targets.
--
-- ===
-- ====
--
-- # 1) @{#TASK_A2G_DISPATCHER} class, extends @{#DETECTION_MANAGER}
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- The @{#TASK_A2G_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
-- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
-- ### Contributions:
--
-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
--
-- Other task types will follow...
--
-- 3.1) TASK_A2G_DISPATCHER constructor:
-- --------------------------------------
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
--
-- ===
--
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
-- * **Added** parts are expressed in bold type face.
-- * _Removed_ parts are expressed in italic type face.
--
-- Hereby the change log:
--
-- 2017-03-09: Initial class and API.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
-- ====
--
-- @module Task_A2G_Dispatcher
@@ -51,6 +18,24 @@ do -- TASK_A2G_DISPATCHER
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @field Tasking.Mission#MISSION Mission
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- # TASK_A2G_DISPATCHE} class, extends @{#DETECTION_MANAGER}
--
-- The TASK_A2G_DISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
-- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
--
-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
--
-- Other task types will follow...
--
-- ## TASK_A2G_DISPATCHER constructor
--
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
--
-- @field #TASK_A2G_DISPATCHER
TASK_A2G_DISPATCHER = {
ClassName = "TASK_A2G_DISPATCHER",
Mission = nil,

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@@ -1,4 +1,4 @@
--- **Tasking (Release 2.1)** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
--- **Tasking** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
--
-- ![Banner Image](..\Presentations\TASK_CARGO\Dia1.JPG)
--
@@ -14,28 +14,13 @@
--
-- * @{#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
--
-- ==
-- ====
--
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
-- * **Added** parts are expressed in bold type face.
-- * _Removed_ parts are expressed in italic type face.
--
-- Hereby the change log:
--
-- 2017-03-09: Revised version.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module Task_Cargo